Moving figure to where camera is in large environments?

jakibluejakiblue Posts: 7,281

Is there an easy way of moving your figure to where you have a camera, specifically in large environments? For instance, I'm using one of Stonemason's larger cities, and I've found a great camera angle I want to use.....which is a looooong way from the zero position/where the figure loads. Other than sitting here and scrolling the x and z till the figure is there (cos I've actually kinda lost her), is there something you can use to snap the figure to where the camera is?

Comments

  • scorpioscorpio Posts: 8,513

    There's probably a better way but I would copy the position of the camera then paste it to the figure and go from there.

  • FishtalesFishtales Posts: 6,172

    Try this. I've used it a few times and it, almost, works every time. There is a residual thought that sometimes if it doesn't work you have to use the hip node.

    https://www.daz3d.com/forums/discussion/73507/mcjcomethhere-bring-your-figures-in-front-of-your-camera-in-1-click

  • y3kmany3kman Posts: 807

    one of mcasual's scripts does this

  • TangoAlphaTangoAlpha Posts: 4,586

    It might be better / easier to move the scene to your figure, especially if you have multiple figures to set up and pose. If the scene has multiple top level items, put them all into a group, and move the group (don't forget to include any cameras)

  • nicsttnicstt Posts: 11,715

    It might be better / easier to move the scene to your figure, especially if you have multiple figures to set up and pose. If the scene has multiple top level items, put them all into a group, and move the group (don't forget to include any cameras)

    my preferred method.

  • FirstBastionFirstBastion Posts: 8,012

    Having worked with big environments, and getting characters moved around it quickly in these large environment to the camera position, the quickest way is create a point light at active viewport.  That light generates right at the camera location. Using the parameter tab you have the x,y,z, coordinates, enter those for your character, and the character is at the correct location in less than 10 seconds. The bonus of doing it this way, is the character can now be posed and positions to fit nicely in the camera frame,  and you have a point light already present to add a bit of highlights or soften shadows if necessary. 

  • Oso3DOso3D Posts: 15,056

    Use Align?

    Select the target, then also select the thing you want to move.

    Window > Panes (Tabs) > Align

    Then set X Y Z to Align: Centers (other options will probably work, but this is what I always go to).

    The thing you want to move is then moved over to the first item.

     

  • Something to keep in mind if you move a character far away from the 0,0,0 origin, is that the scelera may end up rendering black.  See the thread here.  Because of that, I try to keep the character near the orgin point and move the scene as TangoAlpha suggested.

  • AsariAsari Posts: 703

    It might be better / easier to move the scene to your figure, especially if you have multiple figures to set up and pose. If the scene has multiple top level items, put them all into a group, and move the group (don't forget to include any cameras)

    Yes and with this method you avoid the black sclera bug in Iray.
  • TaozTaoz Posts: 10,018

    When you load an object you can drag it into the scene with Alt pressed, then you can put it anywhere you want in the visible area of the scene.

  • MelissaGTMelissaGT Posts: 2,611

    I'd honestly recommend moving the set to your character, and keeping the character at 0.0.0. This is because eyes tend to turn black when the character is moved away from the center...nobody knows why. 

  • PaintboxPaintbox Posts: 1,633

    I'd honestly recommend moving the set to your character, and keeping the character at 0.0.0. This is because eyes tend to turn black when the character is moved away from the center...nobody knows why. 

    It's a rounding error in Iray! Not even an error technically, just that the floating point number gets innacurate too far away from the zero coords.

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